Not sure if this is a hot take, but if spellcasters get to fling off cantrips with multiple d8s or d10s of damage for free with a reusable focus or a huge fireball with an easily renewable resource, I'll let my fighter/rangers have as many d*mn arrows they please. Plus role playing buying or scavenging arrows is pretty unnecessary as they're worth less than pennies to adventurers and I'm assuming any adventurer worth their salt would always have some hand. You can argue that running out of arrows could lead to dramatic moments, which is valid, but equally possible that the individual in a combat-based dungeon runs out and can't do anything, having a bad time.
tl;dr: Let fighters and rangers have their fun with pointy flying sticks when others can incinerate a 40 diameter sphere
@Phantom14, I have no idea how DnD works, but surely yall thought of explosive or poison arrows or something. Perhaps Greek Fire arrows?
@Factory BOY, yes but they're often 1-use that are gifted by DM. There is a magic archer subclass that I have played where you can make regular arrows magic which is fun, but ability to do so is limited so again let them have regular arrows for free
@Phantom14, perhaps they can have normal arrows that are infinite, some bullsht lore about archers having a talisman that creates spirit arrows, but special arrows that do effects and more dmg is limited, like how mages got daily limits
@Phantom14, sup, older gm here. Wizards, sorcerers, warlocks, bards, clarks are all to powerful for that reason. I limit cantrips to wizards and warlocks. Everyone else gets a limit of cantrips based on their casting modifier ×3 per day.
That way it's only hurts when everyone is pushing their luck.
Arrows are a niche issue overall. It only matters when the idea of encumbrance being a thing, like in dungeons. Where I limit number of quivers based on Dex.